Devlog - Players refactoring, render speedup
April 15, 2009
Recent changes:
- Various render performance optimizations.
- Improved rasterizing occluders.
- Decals from particles.
- ObjectMeshDynamic can be created from a mesh file.
- New type of occluders: WorldOccluderMesh, which can have arbitrary geometry.
- Added WorldTransform, WorldTransformBone and WorldTransformExpression node types for transformation of nodes by a spline, an animation and an expression.
- Added set of functions for easy manipulations with node transformations.
- Binary format of spline files.
- Callbacks for physics, triggers and GUI are moved to the appropriate classes.
- Inheritance of parent object's animation in skinned meshes (useful for attaching clothes to a character body).
- Added field for arbitrary user data in each node.
- Added reflection masks for lights.
- Updated spline exporter for 3dsMax.
- System profiler now accumulates values from counters with the same name.
- Optimization of shadow rendering for LightWorld.
- Fixed screenshot grabbing under Direct3D9.
- Heavily refactored players, now they are full-featured world nodes.
- NodeRef caching on load, it leads to faster world loading.
- Additional sorting of equidistant from the camera transparent surfaces by blend function.
- Improved camera for high-level Character system.
- New high-level controls system in UnigineScript (see data/scripts/input).
- Updated reference manual, added "Programming / High-Level Scripts / Character System" article.
Here is an animation tree scheme for new character sample, which is included in the SDK:
PS: We have updated Unigine development roadmap for this year, now you can see status of scheduled features.
Last News
Strange Games released puzzle-shooter "Demolicious" on the iOS App Store.
The game is powered by UNIGINE Engine and features cutting edge physics and destruction on mobile devices.
Read more in the official press-release.
Flying Cafe For Semianimals (Ukraine) announced its UNIGINE-powered game "Cradle", a Sci-Fi first-person quest.
This atmospheric project is to be released in spring 2012 for PC.
Read more in the official press-release.
Steve Brodie, CEO of Ai3D Pty Ltd, shares about how and why UNIGINE Engine has enabled Ai3D Pty Ltd to become one of the world’s most capable Realtime Visualisation companies and complete over 60 successful projects.
Read the detailed success story.
Oil Rush, a naval strategy game by UNIGINE Corp., is announced for official digital release on January 25, 2012 for Windows, Linux and Mac OS X.
Read more in the official press-release.
Strange Games announced today that it is developing Demolicious; the ultimate action-puzzle-shooter showcasing cutting edge physics and destruction on mobile devices. Powered by the UNIGINE Engine, Demolicious packs a powerful punch technologically and is available in stunning HD.
Read more in the official press-release.
Unigine Corp. opens up an office in Prague, Czech Republic to operate sales for Europe and North America as well as investor relations.
Anton Ravin joins the company as the head of European branch after seven years at NVIDIA.
Read more in the official press-release.
Limited time offer for indie developers: up to November 30, the starting price for indie license (a fully functional binary version of Unigine engine) is only $1299 (royalty-free, unlimited number of seats).
Read more in the official press-release.
BlueGiant Interactive game studio has licensed Unigine engine as a technology platform for its upcoming game titles.
The studio is to announce its first Unigine-powered game in September.
Read more in the official press-release.
